Trellis – 3D mesh generative model
31–40 of 84 posts
Re: Trellis – 3D mesh generative model
#32Re: Trellis – 3D mesh generative model
#33I haven't cracked any of these open in Blender to look at the topology so they could be (and probably are) an absolute mess, so it's likely that attempting to make changes to the model may prove to be more trouble than it's worth, but still neat to play around with.
Images / Resulting models:
Re: Trellis – 3D mesh generative model
#34Wow, these look amazing. I'm a layman, but I think this is what everyone's been thinking about ever since the first NeRF demos? EDIT: I went looking for those threads and found my own comment wishing for this 5 years ago https://news.ycombinator.com/item?id=22642628 The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated,…
Well not really sure what you're talking about here wrt nodes (adding in arbitrary rotation/zoom sounds great in theory if all you're looking for is a lazy susan or spinning exorcist heads), but the next steps will likely be more around ensuring sane symmetrical topologies, better UV maps, and automatically building rigging (FK/IK) to allow for easy animation.
Re: Trellis – 3D mesh generative model
#35Wow, these look amazing. I'm a layman, but I think this is what everyone's been thinking about ever since the first NeRF demos? EDIT: I went looking for those threads and found my own comment wishing for this 5 years ago https://news.ycombinator.com/item?id=22642628 The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated,…
> "The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated, interactive content." Well not really sure what you're talking about here wrt nodes (adding in arbitrary rotation/zoom sounds great in theory if all you're looking for is a lazy susan or spinning exorcist heads), but the next steps will likely be more around ensur…
Re: Trellis – 3D mesh generative model
#36Re: Trellis – 3D mesh generative model
#37Re: Trellis – 3D mesh generative model
#38Looks like the generated wireframes are still terrible and would need to be redone by hand. So no need for artists to worry about their job security just yet.
Question: How much do crappy wireframes actually matter? From a performance pov I've imported ridiculous meshes not intended for games into unreal. It worked. I can see this being ok for anything other than triple A games right?
1. Unless we're strictly talking about static meshes (such as for scenery), building out the rigging/animation for garbage topologies is going to be absolute hell.
2. Your performance POV was for ONE mesh, but if your quad/triangle count is 10x higher than it needs to be, how well is it going to scale particularly on low-end gaming platforms?
3. Lighting/shadows/reflections can produce some pretty UGLY effects when your surface polygons are a mess.
Re: Trellis – 3D mesh generative model
#39Which resulted in this: https://video.non.io/video-2732101706.mp4
Honestly not bad at all. Getting to the point of being able to use this as game assets.
Re: Trellis – 3D mesh generative model
#40Wow, these look amazing. I'm a layman, but I think this is what everyone's been thinking about ever since the first NeRF demos? EDIT: I went looking for those threads and found my own comment wishing for this 5 years ago https://news.ycombinator.com/item?id=22642628 The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated,…
I'm interested to see how this affects 3D artists in game development studios. Will those studios use these tools and keep their artists, allowing them to push out more and more content, faster, and easier, or just keep a bunch of artists around, drop the other 80% of them, and use the tools to _replace_ those artists?